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📄 number3d.as.svn-base

📁 ActionScript写的3D图片展示功能
💻 SVN-BASE
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package org.papervision3d.core.math{	import org.papervision3d.Papervision3D;	/*** The Number3D class represents a value in a three-dimensional coordinate system.** Properties x, y and z represent the horizontal, vertical and z the depth axes respectively.**/public class Number3D{	/**	* The horizontal coordinate value.	*/	public var x: Number;	/**	* The vertical coordinate value.	*/	public var y: Number;	/**	* The depth coordinate value.	*/	public var z: Number;	/**	 * pre-made Number3D : used by various methods as a way to temporarily store Number3Ds. 	 */	static private var temp : Number3D = Number3D.ZERO; 		static public var toDEGREES :Number = 180/Math.PI;	static public var toRADIANS :Number = Math.PI/180;		/**	* Creates a new Number3D object whose three-dimensional values are specified by the x, y and z parameters. If you call this constructor function without parameters, a Number3D with x, y and z properties set to zero is created.	*	* @param	x	The horizontal coordinate value. The default value is zero.	* @param	y	The vertical coordinate value. The default value is zero.	* @param	z	The depth coordinate value. The default value is zero.	*/	public function Number3D( x: Number=0, y: Number=0, z: Number=0 )	{		this.x = x;		this.y = y;		this.z = z;	}	/**	* Returns a new Number3D object that is a clone of the original instance with the same three-dimensional values.	*	* @return	A new Number3D instance with the same three-dimensional values as the original Number3D instance.	*/	public function clone():Number3D	{		return new Number3D( this.x, this.y, this.z );	}		/**	 * Copies the values of this Number3d to the passed Number3d.	 * 	 */	public function copyTo(n:Number3D):void	{		n.x = x;		n.y = y;		n.z = z;	}		/**	 * Copies the values of this Number3d to the passed Number3d.	 * 	 */	public function copyFrom(n:Number3D):void	{		x = n.x; 		y = n.y; 		z = n.z; 	}		/** 	 * Quick way to set the properties of the Number3D	 * 	 */	public function reset(newx:Number = 0, newy:Number = 0, newz:Number = 0):void	{		x = newx; 		y = newy; 		z = newz; 			}	// ______________________________________________________________________ MATH	/**	* Modulo	*/	public function get modulo() : Number	{		return Math.sqrt( this.x*this.x + this.y*this.y + this.z*this.z );	}	/**	* Add	*/	public static function add( v:Number3D, w:Number3D ):Number3D	{		return new Number3D		(			v.x + w.x,			v.y + w.y,			v.z + w.z		);	}	/**	 * Subtract.	 */	public static function sub( v:Number3D, w:Number3D ):Number3D	{		return new Number3D		(			v.x - w.x,			v.y - w.y,			v.z - w.z		);	}	/**	 * Dot product.	 */	public static function dot( v:Number3D, w:Number3D ):Number	{		return ( v.x * w.x + v.y * w.y + w.z * v.z );	}	/**	 * Cross product. Now optionally takes a target Number3D to put the change into. So we're not constantly making new number3Ds. 	 * Maybe make a crossEq function? 	 */	public static function cross( v:Number3D, w:Number3D, targetN:Number3D = null ):Number3D	{		if(!targetN) targetN = ZERO; 		 		targetN.reset((w.y * v.z) - (w.z * v.y), (w.z * v.x) - (w.x * v.z), (w.x * v.y) - (w.y * v.x));		return targetN; 	}	/**	 * Normalize.	 */	public function normalize():void	{		var mod:Number = this.modulo;		if( mod != 0 && mod != 1)		{			this.x /= mod;			this.y /= mod;			this.z /= mod;		}	}	/**	 * Multiplies the vector by a number. The same as the *= operator	 */	public function multiplyEq(n:Number):void	{		x*=n; 		y*=n;		z*=n; 						}	/**	 * Adds the vector passed to this vector. The same as the += operator. 	 */		public function plusEq(v:Number3D):void	{		x+=v.x; 		y+=v.y; 		z+=v.z; 				}		/**	 * Subtracts the vector passed to this vector. The same as the -= operator. 	 */		public function minusEq(v:Number3D):void	{		x -= v.x; 		y -= v.y; 		z -= v.z; 				}	// ______________________________________________________________________		/**	 * Super fast modulo(length, magnitude) comparisons.	 * 	 *  	 */	public function isModuloLessThan(v:Number):Boolean	{					return (moduloSquared<(v*v)); 			}		public function isModuloGreaterThan(v:Number):Boolean	{					return (moduloSquared>(v*v)); 			}	public function isModuloEqualTo(v:Number):Boolean	{					return (moduloSquared==(v*v)); 			}			public function get moduloSquared():Number	{		return ( this.x*this.x + this.y*this.y + this.z*this.z );	}			// ______________________________________________________________________	/**	* Returns a Number3D object with x, y and z properties set to zero.	*	* @return A Number3D object.	*/	static public function get ZERO():Number3D	{		return new Number3D( 0, 0, 0 );	}	/**	* Returns a string value representing the three-dimensional values in the specified Number3D object.	*	* @return	A string.	*/	public function toString(): String	{		return 'x:' + Math.round(x*100)/100 + ' y:' + Math.round(y*100)/100 + ' z:' + Math.round(z*100)/100;				}		//------- TRIG FUNCTIONS		/**	 * 	 * 	 * 	 */		public function rotateX(angle:Number) :void	{		if(Papervision3D.useDEGREES) angle*= toRADIANS; 				var cosRY:Number = Math.cos(angle);		var sinRY:Number = Math.sin(angle);		temp.copyFrom(this); 		this.y = (temp.y*cosRY)-(temp.z*sinRY);		this.z = (temp.y*sinRY)+(temp.z*cosRY);			}		public function rotateY(angle:Number) :void	{				if(Papervision3D.useDEGREES) angle*= toRADIANS; 				var cosRY:Number = Math.cos(angle);		var sinRY:Number = Math.sin(angle);		temp.copyFrom(this); 				this.x= (temp.x*cosRY)+(temp.z*sinRY);		this.z= (temp.x*-sinRY)+(temp.z*cosRY);					}		public function rotateZ(angle:Number) :void	{				if(Papervision3D.useDEGREES) angle*= toRADIANS; 		var cosRY:Number = Math.cos(angle);		var sinRY:Number = Math.sin(angle);		temp.copyFrom(this); 				//this.x= temp.x;		this.x= (temp.x*cosRY)-(temp.y*sinRY);		this.y= (temp.x*sinRY)+(temp.y*cosRY);					}}}

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